Ejemplo n.º 1
0
 private void OnCollisionEnter(Collision collision)
 {
     if (this.inFlight)
     {
         Rigidbody component    = base.GetComponent <Rigidbody>();
         float     sqrMagnitude = component.velocity.sqrMagnitude;
         bool      flag         = this.targetPhysMaterial != null && collision.collider.sharedMaterial == this.targetPhysMaterial && sqrMagnitude > 0.2f;
         bool      flag2        = collision.collider.gameObject.GetComponent <Balloon>() != null;
         if (this.travelledFrames < 2 && !flag)
         {
             base.transform.position = this.prevPosition - this.prevVelocity * Time.deltaTime;
             base.transform.rotation = this.prevRotation;
             Vector3 a = Vector3.Reflect(this.arrowHeadRB.velocity, collision.contacts[0].normal);
             this.arrowHeadRB.velocity = a * 0.25f;
             this.shaftRB.velocity     = a * 0.25f;
             this.travelledFrames      = 0;
             return;
         }
         if (this.glintParticle != null)
         {
             this.glintParticle.Stop(true);
         }
         if (sqrMagnitude > 0.1f)
         {
             this.hitGroundSound.Play();
         }
         FireSource componentInChildren = base.gameObject.GetComponentInChildren <FireSource>();
         FireSource componentInParent   = collision.collider.GetComponentInParent <FireSource>();
         if (componentInChildren != null && componentInChildren.isBurning && componentInParent != null)
         {
             if (!this.hasSpreadFire)
             {
                 collision.collider.gameObject.SendMessageUpwards("FireExposure", base.gameObject, SendMessageOptions.DontRequireReceiver);
                 this.hasSpreadFire = true;
             }
         }
         else if (sqrMagnitude > 0.1f || flag2)
         {
             collision.collider.gameObject.SendMessageUpwards("ApplyDamage", SendMessageOptions.DontRequireReceiver);
             base.gameObject.SendMessage("HasAppliedDamage", SendMessageOptions.DontRequireReceiver);
         }
         if (flag2)
         {
             base.transform.position   = this.prevPosition;
             base.transform.rotation   = this.prevRotation;
             this.arrowHeadRB.velocity = this.prevVelocity;
             Physics.IgnoreCollision(this.arrowHeadRB.GetComponent <Collider>(), collision.collider);
             Physics.IgnoreCollision(this.shaftRB.GetComponent <Collider>(), collision.collider);
         }
         if (flag)
         {
             this.StickInTarget(collision, this.travelledFrames < 2);
         }
         if (Player.instance && collision.collider == Player.instance.headCollider)
         {
             Player.instance.PlayerShotSelf();
         }
     }
 }
Ejemplo n.º 2
0
        //-------------------------------------------------
        void OnCollisionEnter(Collision collision)
        {
            if (inFlight)
            {
                Rigidbody rb         = GetComponent <Rigidbody>();
                float     rbSpeed    = rb.velocity.sqrMagnitude;
                bool      canStick   = (targetPhysMaterial != null && collision.collider.sharedMaterial == targetPhysMaterial && rbSpeed > 0.2f);
                bool      hitBalloon = collision.collider.gameObject.GetComponent <Balloon>() != null;

                if (travelledFrames < 2 && !canStick)
                {
                    // Reset transform but halve your velocity
                    transform.position = prevPosition - prevVelocity * Time.deltaTime;
                    transform.rotation = prevRotation;

                    Vector3 reflfectDir = Vector3.Reflect(arrowHeadRB.velocity, collision.contacts[0].normal);
                    arrowHeadRB.velocity = reflfectDir * 0.25f;
                    shaftRB.velocity     = reflfectDir * 0.25f;

                    travelledFrames = 0;
                    return;
                }

                if (glintParticle != null)
                {
                    glintParticle.Stop(true);
                }

                // Only play hit sounds if we're moving quickly
                if (rbSpeed > 0.1f)
                {
                    hitGroundSound.Play();
                }

                FireSource arrowFire          = gameObject.GetComponentInChildren <FireSource>();
                FireSource fireSourceOnTarget = collision.collider.GetComponentInParent <FireSource>();

                if (arrowFire != null && arrowFire.isBurning && (fireSourceOnTarget != null))
                {
                    if (!hasSpreadFire)
                    {
                        collision.collider.gameObject.SendMessageUpwards("FireExposure", gameObject, SendMessageOptions.DontRequireReceiver);
                        hasSpreadFire = true;
                    }
                }
                else
                {
                    // Only count collisions with good speed so that arrows on the ground can't deal damage
                    // always pop balloons
                    if (rbSpeed > 0.1f || hitBalloon)
                    {
                        collision.collider.gameObject.SendMessageUpwards("ApplyDamage", SendMessageOptions.DontRequireReceiver);
                        gameObject.SendMessage("HasAppliedDamage", SendMessageOptions.DontRequireReceiver);
                    }
                }

                if (hitBalloon)
                {
                    // Revert my physics properties cause I don't want balloons to influence my travel
                    transform.position   = prevPosition;
                    transform.rotation   = prevRotation;
                    arrowHeadRB.velocity = prevVelocity;
                    Physics.IgnoreCollision(arrowHeadRB.GetComponent <Collider>(), collision.collider);
                    Physics.IgnoreCollision(shaftRB.GetComponent <Collider>(), collision.collider);
                }

                if (canStick)
                {
                    StickInTarget(collision, travelledFrames < 2);
                }

                // Player Collision Check (self hit)
                if (Player.instance && collision.collider == Player.instance.headCollider)
                {
                    Player.instance.PlayerShotSelf();
                }
            }
        }